Compare any two graphics cards:
GeForce 9600 GT 1GB vs Radeon HD 4850 1GB
IntroThe GeForce 9600 GT 1GB features a core clock speed of 650 MHz and a GDDR3 memory speed of 900 MHz. It also features a 256-bit bus, and makes use of a 65/55 nm design. It is made up of 64 SPUs, 32 TAUs, and 16 ROPs.Compare all of that to the Radeon HD 4850 1GB, which features core speeds of 625 MHz on the GPU, and 993 MHz on the 1024 MB of GDDR4 memory. It features 800(160x5) SPUs as well as 40 TAUs and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthIn theory, the Radeon HD 4850 1GB should be 10% faster than the GeForce 9600 GT 1GB overall, because of its higher bandwidth. (explain)
Texel RateThe Radeon HD 4850 1GB will be a bit (about 20%) more effective at anisotropic filtering than the GeForce 9600 GT 1GB. (explain)
Pixel RateThe GeForce 9600 GT 1GB should be a little bit (more or less 4%) more effective at AA than the Radeon HD 4850 1GB, and will be able to handle higher resolutions without slowing down too much. (explain)
Please note that the above 'benchmarks' are all just theoretical - the results were calculated based on the card's specifications, and real-world performance may (and probably will) vary at least a bit. Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Specifications
Memory Bandwidth: Bandwidth is the max amount of information (measured in megabytes per second) that can be transferred across the external memory interface in a second. It's calculated by multiplying the interface width by its memory speed. If the card has DDR RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions. Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This is calculated by multiplying the total texture units of the card by the core speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second. Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly record to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.
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